Retribution 2015
Retribution 2015
The object of this game is keep the monsters that spawn at designated locations from getting to the Temple of Retribution. In order to do this, you construct structures (towers) that will attack the monsters on their way to the Temple. The monsters attempt to follow a set path on their way to the Temple. They will attempt to touch each glowing hexagon on the way from their spawn point to the Temple. If you completely wall off the hexagon, then the monsters will go around it. The most advantageous way to build will be to set up some sort of "maze" that the monsters will need to follow on their way from one hexagon to another. If you don't have a good idea for a maze, just start building a spiral around one of your hexagons.
Speed Bonus == (BUGGED)
If your team finishes off all the monsters on your side before the other team, you will start a speed bonus timer which will provide bonus minerals based on how much quicker you killed the monsters than the other team. Starting the speed bonus timer also enables building / selling early. If you are the only team left and have chosen to continue the game, than this bonus becomes a "survivor" bonus and is awarded every wave.
Tower Types
Energy: Focuses on slowing down the enemy while 1 target lasers take the out. Munitions: Faster single target shots or slow high/splash damage shots. The railgun chains have a huge range being able to cover most of the map. Bio: Mostly painful splash damage with low range.
Monster Types
Monsters come in various types, defined usually by their armor type. Certain towers do bonus damage vs. certain armor types as seen under tower types. You should cooperate with your team and make sure you have all armor type bonuses covered!
Retribution
Your team's Retribution meter fills when you let monsters though to the Temple. The higher this %, the more likely the Temple will have its Retribution on one of your team's towers when you leak. The Temple may also decide to donate minerals to your enemies when you leak, so be careful!
Nuke Meter
When you leak monsters to the Temple, your team's NUKE gauge will fill. When it reaches 100%, the Temple will nuke one of the tower's on your team causing extensive damage! As the NUKE meter continues to fill over and over, it will raise the NUKE multiplier. This multiplier will cause more nukes to be launched when the Temple attacks.
Thank-Yous
- Hathoron (Sgat from sc3 mapster) for his valuable QA work
- Raithwall for getting this map published on EU servers
- Ciopo for his awesome "skills of a programmer"
- Crypto on Bnet (And his wife!) for QA work
- Meeko on Battle.net for map suggestions
- OneTwoSC on You Tube for your awesome tutorials
- Molsterr from sc2Mapster for his help with turrets and campaign models
- Diablito816 from sc2Mapster forums for posting a way to fix Blizzard's inability to make the lobby work correctly
- Vexal from Battle.net for hotkey and armor type notification suggestions
- KOGuyThingy, TheVedis, and Kyreth from BNet forums for their insightful comments
Next Version Ideas / Concepts
- More things to do, especially in later levels
- Multiple upgrade paths for each tower
- game mode: reverse, mobs spawn from temple and moves toward top, shared income
- game mode: pure TD, builders not allowed to build "in lane" ( the energy track, basically)
- game mode: relentless, top spawn shared income, as soon as a team finish killing all mobs of a wave the next wave start immediately for both teams,
- game mode: solo,individual spawns, mobs are considered leaked at the end of it's spawning "zone", thus no "pick up" from middle/bottom, on boss 4 are spawned with the hp/shield they would have if a team was a solo player
Ending
Need to create a cool ending
Unit upgrades
Problems/To Do
- Many upgrade actors are not changing to the new actor.
- Some prices are not reflecting the correct value.
- Currently working on a method to send units against opposing team.
- Frequently adding new towers.
well i am going to test it now but i am sure this morning i got past the lvl 12 mauraders 2 separate times on umpossible by my self in the middle position on west with top spawn mode (no leaks). That is with the t3 terrian upgraded and a implosion shrine. Also by then i have my maze setup so they walk thru 90% of my maze 3 times, most people only do 2. not sure what kind of maze your doing. i would be happy to try unpossible with other people today if we can find a way to join the same game.
We could gather up a full group, and fully test 1 side's difficulty on a normal game, but I haven't had that many people online simultaneously lately, so its been hard :p Did play 1v1 with normal spawns on easy, and the issue still came up. 1 T3 munition (upgraded) wasnt enough to kill wave 12 (a 10 spawn), assuming you built a second T3 (if you didn't build a second T3, you would have leaked on bio, or will leak on upcoming waves for things you have no bonus T3 dmg against), and built the rest with abundant mazing.
Faeo, Thats complete overkill.
All you need, was about 7-8 Archfiend's towards the center of that spiral, and even the big 520k hp/shield waves would just melt when they come into contact :P Would only need to maze about 1-2 layers around 6 fiends in the center, to do enough aoe DPS (24 seconds from full to dead). Which a spiral maze that would hold mobs for 24 seconds, is what 40 turrets long? :p Only ones that even have a remote chance to get through, are Fast, and a triple pass loop takes care of them to.
Verid, its the boss mineral difference between 1 player and 2, that makes that huge gap (plus to a smaller degree, the survivor/round bonuses)
The difference between a Solo vs 2 players playing the Top spawn is you have 2x Survivor bonus (20% each?) and 2x round bonus (10% each?), plus minerals from 2x bosses. So if 10 unit waves from 1-9 were worth 100, then your looking at 400 from top spawn (4x waves), 80 from survivor, 40 from round, plus 240? from first 2 bosses. So 760 for 1 player for not leaking on first 10 waves. For 2, your looking at same wave minerals (400 split between players, but since 1 maze, irrelevant), 160 from survivor, 80 from round, and 480 from bosses. So 1120 Minerals for not leaking on first 10 waves.
At that stage of the game, thats a lot of minerals (Most of which comes from free boss minerals). Plus, they're basically using the solo strategy (1 maze), which is what a Solo player is using.
Its really just that 11-19 ish waves i think, where the T3 towers are your main DPS. Must less of an impact once you get a few T4's down (and prob some upgraded T4's).
Something's a bit off with his story though. 1 T3 munition upgraded, and another T3 (other than bio that has reduced dmg), won't even kill the Armored wave on Easy, assuming you have a maze built with about that many minerals (minus the 2 T3 towers).
For comedy's sake.. i just finished an 8 hour long game. Thanks to the blocked bug, i got to try every t5 tower and then some... a lot some. lol. Was fun. Just shy of 20,000 kills.
Hard should take SERIOUS strategy to complete, it sounds like you had a good plan.
The current 5.14 is way too easy imo
for the next test coming out:
I'm still perplexed about the difficulty, not sure if i should mess with it or not...
just 1 anti armor tower from terrian tree and a decent maze and lvl 12 should be beat on hard and with the goliath u can even get thru unpossible no leaks, with my maze that is.
Also on my team game hard we built a small maze of walls on 1 track to stagger the incoming waves of enemies which works amazing. we got it up there with the boss bonus from lvl 10.
I am utterly perplexed.
I have Hathron telling me this is too hard and then you 2 saying you got through it on hard with 2 people...
Also difficulty is "-difficulty" text command
Wave 12 Armored seems too difficult to the towers you have at the time. I could just be the towers I'm building.
First of This game is one of my favorite ways to waste 2 hours. It is both fun and challenging. Just finished the test map 1.134 with a friend on hard. We were both on west side he was top right i was middle. we did top spawns and both build in the middle slot, me mazing and him building strong towers. we made it all the way to lvl 38 without a single leak. Not sure if this is a bug or intended but every train but maybe 3 got by our defences. after that we did not leak again till the final boss. Not sure if this is a bug either but on lvl 49 maurders kill most of your defences. This would be fine if there was extra time after to build a small maze back up but there was not and we were unable to kill the final bosses. we would have had no trouble with our setup, they would not have gotten to the first beacon had we not been destroyed the previous wave. so maybe that is intended and u just have to plan for that, just letting you know my experiences. Also greed rounds might be to easy. at 35 i got 1300 and 45 i got about 1900.
one last request: Can u please bring back the banner showing the difficulty of the game. Sometimes i am not paying attention during the vote and there is no way to know once the game has started. Maybe you could hide it in a help tab or something.
GREAT GAME
He's definately meaning the Live version being to Easy. (Which it is). I solo'd both of the wave 50 bosses at 1/2 HP+Shield at the same time, before they even got to halfway into by base on Hard (regen stops at 1/2, so its more like 2/3, since thats the harder half :P). Thats on the normal game (not shared), with a full group of players.
Yea, that blocking bug... is quite annoying, although there's usually 1 random Firebat or Archon, that says 'I dont need to run to that waypoint, i'll just go to the temple', and ends if for ya :P
faeo thanks!
love it!
too easy?
was this on the test version? I have hathoron telling me its too hard...
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Found another bug in the test version. Sorry if this was posted didnt see it.
If you block off any point on the map mobs will freeze on the point before and just say "blocked" on top. So, all i need to do is build a ring around my 2nd way point and mobs will stick to the 1st one forever.
I tried out the test map you have online v1.113 or something. So far it looks great and will force players to rethink their strategies. Great fun!
Only real bug i have to report is that during wave 19 somehow 3 medics got stuck at the center of my map. Since they stop to heal, three stopped to heal each other and all of their children remained fairly invulnerable making me leak enough to earn a nuke. This was with top spawn shared income playing alone.
Unpossible mode is TOO EASY!!!!!!! we were 2 players and we finished the map whith only 11% retribution and they wasn't the bosses...
Just did a couple of test runs, did not see any bugs in general but two things did seem strange.
1) On the roach level the roaches do not always follow pathing, sometimes they run away from shots and can take a long time to unburrow.
2) It seems when your the only player on the map you are able to still build as long as your sufficiently far from the mobs, an example of this is after they get out of the maze from top position and are making there way down toward the temple you have time to build in the other areas until they get close enough, then building is blocked as normal. Would have to see if this is constant for team games but I did not have enough people around at the time.
o btw. me and dragon beat the lvl 50 boss on hard, top shared. but i mainly killed it cuz it regen too fast. had both at full health wen it came to me at bottom. that new organic tier 5 second option raped.
I'd play it at higher..but I hate constantly changing my settings for each game I play lol...My card can do normal games and campaign at ultra fine but not custom games :S
every time I see someone playing this map on low graphics settings, I die a little inside. You cant see 1/3rd of the work I put into it at low settings :9